| sundin13 said: So then effort=time and you are being redundant when you say effort, money and time are the three factors? Also, effort doesn't really equal time. I could do something for 5 hours and put in little effort or do something for 1 hour and put in a lot of effort... One person can make vocal music just as easily as one person can make instrumental music. There is no rule stating that vocal music has to take more effort, it is a case by case thing which cannot be evaluated using the tools that people unfamiliar with the process that was used to create the music (aka everyone outside the company). What your first example sounds like to me is a company that doesn't have the skills to create music going out and telling someone else to do it. These bands are not part of the company and I am hard pressed to agree with your point that paying someone else to do the work for you is equivalent to doing the work yourself. I really have nothing to say about Runori Kenshin as I have very little knowledge of it but I will say that it sounds to me like that one guy put in a hell of a lot of work. |
Effort can be represented in man-hours work, which is different from time. Better saying, man-hours work is one (eventually among several) objective variable that represents effort and time. Effort is about talent, capabilities, dedication...basically how much you put in an our. And time is time. Both, with money (which is the source for the other resources), translate the commitment of the game developer in producing the best outcome for its clients.
I'm not trying to engage into deep and extensive analyses of the effort required to the soundtrack of each game. I'm just selecting some simple but highly correlated indicators that suggest how much effort / time / money they might have required. Don't bother to look at small ineffiences here and there of such a system. It is simple and it works quite well.
Ultimately, companies don't have any skills. People do. What is the difference between paying to inside or outside workers? The commitment is the same. Never heard of the expression "time is money"? That means you can buy money with time and time with money. The same applies to effort. A talented and very committed worker usually costs more. Conversely, a huge effort from your workers may result in a successful development decision that will make you save millions or months of work. Effort, time and money are all about the same resource, which I would call (in the specific case of videogaming) commitment to quality.
Regarding Rurouni Kenshin, yes most probably he did. But no matter how many hours he spent, he is only 1 man and thus the number of man-hours work could not be as great as several bands producing several tracks. Moreover, I can only find these kind of examples in instrumental music. Aside from Mobi, I don't know any other person that alone produces vocal music. Even if you find some examples of instrumental music that required a lot of time and effort and examples of vocal music that didn't, don't you see those are exceptions? I have more than enough evidences to take that conclusion.
| sundin13 said: Your questions about sonic: Once again, you are making subjective judgements based on percieved value and this discussion has absolutely no place in a thread that claims to be based around facts. Any comments on "effort" you make are strictly conjecture and any comments on time and money are just guesses. |
The reason you point out is the "distracting" factor, mine is the demanding factor. Who is right? We will never know. But at least I showed you an example of a Sonic level that has vocal music. Why is it not distracting? Because it is played on low volume. But the result is just great. The same happens with several other games like NFS Hot Pursuit, Pro Skater, TrackMania, Crashday, SSX, MotorStorm, among many others: the volume is low so it's not distracting at all.
Regarding the 2nd answer, come on, you're not being honest. You surely hear Mario 64's music and realize how simple it is. Why can't you admit it? It has less tracks with less time, less instruments and less complexity. It was MUCH easier to produce. You tell there's a difference of 2 years. Fine, compare Sonic Adventure 1 with Mario Sunshine. It's almost the same thing and instead of 2 years "disadvantage" you have 3 years "advantage".
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sundin13 said: a. ...errr what? That was 100% off topic. We agree that vocals are just another instrument, yet you still say that vocals are are good indicator of effort. That makes no sense. Using the same logic I could say "well x game uses a timpani in its soundtrack and therefore it took more effort than every game that didn't feature a timpani". Are you getting how dense you are being yet? Also, the exact numbers are difficult to count and I don't have time for that. However, your logic is highly flawed as stated above. That was my point. |
You fail to understand the extent of an indicator. Let's suppose that musicians in general only feel the need to use voice in music when it's highly complex and full of instruments. That is only a conjecture. But, regardless that to be true or false, the fact is that the use of voice in music is highly correlated with complexity, sophistication and number of instruments. So, even if that assumption is not the cause, something else is the cause and the main point is that correlation does exist, even if it's not at 100%. That's why an indicator is used. Not to explain facts but to show patterns. Same thing applies to Statistics.
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sundin13 said: b. You essentially said that licenced sountracks take more time, effort and money than non licensed, instrumental soundtracks. Once again, I disagree on that point and I find it ridiculous that you would imply that paying someone else to do the work for you requires more effort than doing the work yourself. I honestly don't see the point you are trying to make with this. It just sounds silly. You can argue it all you want but saying "nintendo makes their own soundtracks" should not be used as evidence towards your point that Nintendo soundtracks take less time, effort and money. Also, I think the burden of proof for this is on you: "Feel free to find references about the soundtrack of other competitors of the same or different Nintendo franchises." @"You are confusing 2 things": 1. Thats pretty much what I said. We are talking about the industry standard and I said it seemed to become fairly standard in the mid 2000s, after Nintendo had been already using vocals for a while. I don't really know why you said this as its obvious I was not making that mistake. 2. ...Okay, cool. I wasn't even talking about KI here but okay. As I have already said, nintendo has used vocals in a bunch of soundtracks from Metroid, Zelda, F-Zero, Killer Instinct, Xenoblade and more... |
Licensed soundtracks are neither greater nor lesser than original soundtracks, and I never said anything against this. But if your trying to compare licensed vocal soundtracks with original instrumental, you are already mixing 2 subjects and now I understand why you are making wrong conlusions. Usually, vocal music is indeed more demanding than instrumental (you already know my opinion about this) but it has nothing to do with whether it's licensed or original.
Paying someone to do it for you doesn't require more effort. Please understand that effort and money are 2 different things. They are subsitutional resources but they are not the same thing.
The onus of proof is mine regarding everything that is said in the OP but you must also answer for your claims. You cannot say the OP is wrong without presenting evidence. At most, you can say it may not be right. But then I ask you to specify which sentence of the OP may not be right regarding this subject.
@Point 1: You were and still are making that mistake. At the moment you are comparing the rest of the industry moving to the vocal standard in the mid 2000s with Nintendo using vocals for a while. Using a few vocal parts in few tracks of few games is not the same as massively shifting to vocal music.
@Point 2: So what? The OP doesn't say they don't use it. It just says they've adopted it later than the competition.
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sundin13 said: c. Sonic's "evolution" is what has made it one of the most laughed at franchises of all time, producing some of the worst games of all time such as Sonic 06. Even games like Sonic Adventure, while fairly well received when it was released, tend to be looked back at in a negative light as demonstrated by the metascore of 48 for the release on the 360. This "evolution" has made it so the only really sucessful games in the franchise are the ones that call back to the old days like Sonic Generations. The whole "trying to be cool" thing that Sonic maintained is a large part of what caused the franchise to be destroyed and resulted in games like Sonic 06 and Shadow the Hedgehog. "not only because (fairly on unfairly) simplicity is not considered an issue but also because Nintendo games sell many millions and web sites cannot afford to be unpopular (the OP elaborates on this).": Also, about the Latin Tracks, I originally meant that to be a fun fact (as shown by the "fun fact" tag *rolls eyes*) however, after thinking about it more, I think this pretty much proves a few of my points. |
I don't want to elaborate on this because it's already off-topic but for me Sonic Adventure 1 and 2 are by far the greatest platformers of all time. And when I say "of all time" I don't mean "oh they were so good when they appeared", I mean today. They didn't sell because they were on a console with very low sales and lots of piracy, so the critic wasn't pressured at giving them high scores. Many gamers didn't enjoy it either because they weren't able to assimilate in their minds the huge leap forward Sonic was making. Anyway, this is just my opinion.
Unlike you say, Mario has not evolved and New Super Mario Bros U seems the same 2D game they have been doing since 1985. Mario 3D got some minor evolutions but it continues to be the same basic character in the same sketch environment devoided of complexity.
Inflated scores to best sellers is not a conspiracy theory. It's business. You are naive if you don't see that and think videogaming web sites could afford to express their own specific opinion about everything, ignoring the way millions of people think (regardless whether they are basic, have very limited knowledge and superficial tastes). They need to please their clients, the site visitors, even if some of those people only care about Wii Fit and Just Dance. The solution is not to give bad scores to those games. The solution is to find who likes those games and put him/her doing good reviews for them. Otherwise, their business would be severely damaged.
On the other hand, there's no big problem in giving bad scores to brilliant niche games like TrackMania Original (which received 5.9 from IGN) or Crashday (which received 4.8 from Gamespot). Some other niche games are lucky to be appreciated by these sites' staffs and get high scores. But, for million sellers, things can't be random. They must get positive comments.
As for those 28 songs from Mario Galaxy, if they were instrumental-only and very simple, that was not much of a waste. But if they were vocal and complex, then I must review my opinion about Nintendo regarding soundtracks. Can I hear some of those tracks?
Prediction made in 14/01/2014 for 31/12/2020: PS4: 100M XOne: 70M WiiU: 25M
Prediction made in 01/04/2016 for 31/12/2020: PS4: 100M XOne: 50M WiiU: 18M
Prediction made in 15/04/2017 for 31/12/2020: PS4: 90M XOne: 40M WiiU: 15M Switch: 20M
Prediction made in 24/03/2018 for 31/12/2020: PS4: 110M XOne: 50M WiiU: 14M Switch: 65M
















